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KSP2 Release Notes
Everything posted by linuxgurugamer
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[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
While I normally don't do release announcements in threads other than my own, I feel that this deserves it: Better Time Warp, new release 2,3,7: Fixed dropdown offset for when no probe control Fixed issue when timewarping >stock max, Inactive Resource Convertors could use fuel more rapidly -
[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.9.5.1: Fixed log spam caused by the conditional directives being commented out in Log.cs by PR submitted by @rakkhin: [ConditionalAttribute("DEBUG")] Added back disabled code in RadioControl.cs, for historical documentation purposes -
[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
This is a result of a patch I accepted :-( I'll get it fixed. Log.Info should not be in the release version -
[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
It was a real pain. But once I was able to duplicate it with TimeControl, I realized it had nothing to do inside the mods themselves. I'm trying to see if I can have BTW fix the issue now -
[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
This is a bug in KSP, you can see it by doing the following: Launch game, with only NFE and either BetterTimeWarp or TimeControl, 64-bit, steam version, clear install from steam. Start new career in sand box, normal, default settings. Go to VAB and build "craft" simplest possible (in my case RC-L01 RGU core + MX4 garnet reactor + thermal control system (large)). Launch "craft". Click on BetterTimeWarp mod's arrow, and choose Hyper warp, if using TimeControl, change one of the warp rates to be 10000000 Warp 2-3 years on highest default speed (in my case 1E+07X) Wait 60 seconds Use reactor control GUI to turn reactor ON. Reactor turn ON and fuel usage will be normal @Nertea I'm going to send you a PM with some more specifics -
[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
Thanks, but no need, I've been able to reproduce this. But since TimeControl seems to do the same thing, it may not be BTW -
[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
How do you avoid running out of electricity (needed to turn on the reactor) while in time warp? I added a couple of solr panels, and was able to see the issue one time, no idea why yet. It didn't happen the 2nd or 3rd time I tried, will continue looking into it -
[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
I assume you mean launch, not lunch Ok. So, you stop timewarp before turning on the reactor? Assuming this, I'll look at it this evening -
[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
I probably won't have time to do any more testing at high warp rates until this evening, but, a log file and a detailed set of step will be helpful in tracking this down -
[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
I just tested this, and the slider continues to work, as long as you have it enabled. I did several warps, using the default hyperwarp settings. First I set the slider to 10, and the generator stopped as soon as I started the warp (because 1st warp step was 10). Then I moved the slider to 100, started the generator, and started warping, again, ti stopped when warping at 100. Then I did it at 1000, and it continued to work. Makes sense, they both do the same thing -
[1.12.x] Near Future Technologies (September 6)
linuxgurugamer replied to Nertea's topic in KSP1 Mod Releases
Hi, so we (I) need to know the options you have set in Better Time Warp (BTW). Are you using the default warp rates? Are you using Lossless physics? And can you please list a set of specific steps, starting at the Space Center, on how to trigger this bug? If you want upload a craft file as well, and please, please, please upload a log file. -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Log files, please, and save game if you can -
Currently hard-coded to the following: (vessel.heightFromTerrain < 200 It ignores the minAirPressureToOpen, but you can try changing the deployTime to 0.1 instead of 0.33 I'll make a change to add the height-from-terrain as an option, and will also add a check for FAR which will use a higher default altitude. Based on what you are seeing, what height should I set that to for FAR?
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[1.12.x] Smart Parts Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Nothing to do with RT -
Ok, I just did some testing, and it looks ike the default scale to be 1.25 doesn't change the size of the part, at least until you change it. So, I'm going to assume that the change to 1 was a mistake, and it's been undone with my latest change. Please check the others to make sure everything is ok Thanks
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OK Guys, I'm confused. What do you suggest I do?